Jump to content

Search the Community

Showing results for tags 'staging'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
    • KSP 2 Dev Diaries
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





  1. Hi everyone, I am using the inflatable heat shield that has a "HS Jettison Staged" option, and I was wondering if there is a possibility for the "Inflate HS" to be included in the staging sequence as well. I tried adding "stagingEnabled = True" in the ModuleAnimateGeneric of the HeatShield.cfg file, but it doesn't work. Is there a way of doing that ? Thank you.
  2. A mild rant and a desperate plea for help: I've been playing in career mode for several weeks - not a great or super experienced player but enough to know that staging with the space bar is supposed to work consistently, and I'm getting REALLY tired of it not working mid-game, mid-burn, or at random points in a mission. I've not touched the key bindings for staging; I've ensured that I'm not in warp when I try to stage; there's no purple light in the lower left corner; I've ensured I've not pressed Alt-L, and even when staging fails and I try pressing Alt-L it doesn't start working. I've reboo
  3. How to disable staging from the VAB/SPH eg. a fairing, but I don't see the fairing in the staging list. (Remember, in the Editor.)
  4. In order to improve my chances of recovering upper-stage boosters that drop off either in the latter stages of launch or just before re-entry, I would like to add a couple of air-brakes that deploy when I stage the component. I have not yet figured out how to do that with the stock action groups - when I add the air-brakes to the "Stage" group, they activate at each staging, which is not what I want. Is there an addon that allows actions other than firing a separator, firing a rocket, or arming a parachute, as part of the staging system?
  5. The video shown at the address looks just like a KSP staging error in which the parachute is deployed at launch. Unfortunately, this is a real person, a real rocket, and they are really dead. Viewer discretion is advised. https://nypost.com/2020/02/23/mad-mike-hughes-fatal-rocket-crash-caught-on-video/
  6. I've managed to land on Eve using Matt lownes recent eve tutorial as a guide. My lander has a 2 stage core along with 6 external tanks designed to drain sequentially, jettisoning in pairs from the central core, each feeding into the next tank and then to the core. However, for some reason once the 1st pair have drained it skips to the core tank whilst all the other tanks remain full. I've reloaded the save several times and the only way I can get it to drain in sequence is by shutting off the core whilst enabling crossfeed on the decouplers. Fuel flow priority has no effect
  7. I built a massive lander for the moon which was attacked by a kraken while landing. While landing, I deployed the bottom stage (14 Jumbo-64s and 7 mainsails) to eject the lander (2 X200-32s, mainsail, hitchiker, Mk1-3pod, and landing gear). What I expected was that the stage would disconnect and the lander would fire the mainsail and land some distance away. What happened was that the lander sank rapidly into the bottom stage, and when it was almost all the way in it registered that there was a collision. My kerbal in the hitchiker went splat and the two in the command pod got launched
  8. I've occasionally used fairings when the stuff I was putting on the top half of the rocket got too blatantly unaerodynamic (or had gained a forest of doohickeys), but I've never really been confident of when the "best" time to get rid of it is. I mean, I guess I'm working on the underlying assumption that fairings are not always counterproductive. But if that's true, then presumably at some point the equation changes to where future delta-v savings of being aerodynamic are outweighed by the future delta-v losses of the mass of the fairing. Obviously this happens before you get to space, but
  9. Recently, I have been experiencing an issue within the Space Plane Hangar concerning staging. Whenever I add a jet or turbofan engine to my craft, the stage for the engine does not appear. This occurs in the VAB and SPH, but is usually not a problem in the VAB as I do not use aircraft engines much there. This problem started after I installed the B9 Aerospace mod, which I think I have properly installed but I may not have. Here is my list of mods: X Science AJE (?) B9 Aerospace (B9 Animation Modules, B9 Part Switch, Firespitter, JSI, SmokeScreen) ChopShop
  10. KSP 1.4.0 x64 I was in map view, waiting for the SOI change (Kerbin -> Mun). As soon as it happened, a staging occured "by itself". I did not press the space bar, for sure. My finger was idling on top of the "M" key. And normally, when accidentaly pressing "Space bar" in map view, nothing happens. I had no planned maneuver in queue. This is of course a bummer, now I have debris to play with. The only thing that really changed was a test run of "Too Many Orbits", but I already checked the log and the mod is just not loaded at all. I will remove it for the next
  11. I have played KSP for quite a while now (and love it), but only recently have started using docking ports. for a minmus mission I decided to go with a lander vessel on top of a large carrier vessel joined by two docking ports. I tested it in orbit over kerbin, and it I could undock and dock it with no problems, except that after docking again the stages of the lander vessel are merged with the stages of the carrier vessel. Is there a way to prevent this from happening? Or should I build the craft differently (Now I have built both in one go, no subassemblies)? What I would like is t
  12. When I make engine clusters for the sake of a higher TWR, I usually don't use the built-in adapters. Usually, I will take a radially-attachable nosecone and put it on 3-4x symmetry, then put the engines on the bottom. I then use the displacement tool to push them together in the center to look like and engine cluster. I do this for three reasons: 1) I think the partially visible nosecone looks better than the adapters 2) the nosecones don't make it less aerodynamic (as far as I know) and 3) I can't figure out a way to attach anything below the adapters (like if it were an upper stage and I
  13. For some reason, I don't know why. No-one seems to have these problems except for me. Whenever I make a rocket and move it over to the launch pad, The staging doesn't want to set off the rockets. The parachutes will deploy, The rocket will decouple, and still the rocket will not fire. The rocket will fire when I select it and tell it to fire but using two solid rocket boosters makes this impossible. I have checked and yes there is a green light at the bottom left corner. Has there been anyone with these same issues? Does anyone know how to fix it? Thanks in advance.
  14. I'm aware that this has been suggested a number of times before. However, I have never observed much follow up to the topic. I think it would be a very welcome feature to be able to toggle parachutes out of staging entirely, like you can with decouplers (as of a few patches ago, anyways). The first and perhaps most significant advantage to this is that it would allow the user a lot more freedom in designing emergency systems for their rocket. At the moment, I find it very frustrating that although the game includes both an emergency escape tower as well as a dedicated "abort" action group
  15. Hi devs! Thanks once again for the wondrous never-ending time-sink that is KSP. =;o} I build a lot of VERY asparagated ships. My current one has 26 stages, and the bottom stage has all 25 pairs of engines, plus the one in the central core, *PLUS* the additional radial-mounted engines on many of those stages, all firing at launch (This is because I'm trying to achieve orbit from a launch at the KSC with the gravity hacked to 10G... Good game, good game. =:o} ) This means that stage 26 shows up in the staging UI as a stack of 30 or 40 engine icons, each of which represents a single pair o
  16. You know how engines have nodes on top for attaching to fuel tanks, and nodes on the bottom with shrouds for attaching decouplers? I think we need that for parachutes but the node on top has the shroud instead of the bottom! Also, there's probably a mod for this, but it should be stock
  17. Hello KSP Community! So in the course of a science game of mine, I've become really, really tired of playing around in my own little corner of the solar system. I've built a Mun orbiting space station, landed a couple of times on the Mun, and flown more refueling probes to the Mun than I care to count. I want to go to Duna. The question is, what does it take to get there? Manned or unmanned, I'm interested in both types of mission... but what does a typical Duna mission look like, and is it complicated? Thanks in advance, I know y'all are an awesome community who'll respond in a
  18. I've made plenty of stable and meta-stable rockets with stock fuel flow in my time, but while attempting a fully reusable career play-through I decided that this particular mechanic had to go. I'm aware of the workarounds using fuel pumps, tank locking, and even the TankLock mod being maintained by the illustrious linuxgurugamer: However, what I would really like is for rocket engines to just behave like jet engines, having the "resourceFlowMode = STAGE_STACK_FLOW_BALANCE" property which causes fuel to drain evenly from all of the tanks in the current stage. To that end I made a Modu
  19. Challenge: Design and model a fully-reusable PSTO (parallel stage to orbit) shuttle, suitable for taking a crew to orbit and returning them safely to Earth. People get excited about SSTOs (both of the VTVL and winged varieties), but for Earth, using multiple stages is almost always more cost-effective. However, we've never once flown a fully-reusable human-rated shuttle, and there's no obvious configuration for a fully-reusable shuttle that uses staging. In particular, I like the idea of a parallel-stage-to-orbit design, where all the launch engines fire on the pad together, with the
  20. Ok, this is a really complicated question, but I'll do my best to make it clear. I've built myself a plane with a downward facing cargo bay (called henceforth carrier). It's purpose is to carry a few probe cores, outfitted with parachutes, a small battery, and some science gear, and drop them into different biomes for data collection (called henceforth pods). The idea being I can record data and collect science from many biomes with fewer missions launched, and also very quickly, since the carrier pushes right up to the edge of mach 1, fully loaded. So far so good. I fly off with one
  21. I've posted a challenge over in the gameplay challenges forum but I thought it could use a discussion thread. Here's the link: This thread is for discussion of different launch configurations to achieve a fully-reusable orbital shuttle with parallel staging. Lots of pros and cons to different configurations and engine types and recovery options, so I'm interested to see where the discussion goes.
  22. Hey guys, just had a quick question. Why do all probes/satellites (particularly early ones) seperate from the final stage of their carrier rocket once they reach the proper trajectory/orbit? And, is do any of those reasons matter in KSP? I've always done it, but I have no idea why. I guess just because that's what I've always seen them do. In early career though, when trying to save every buck per launch, why ever bother? Those TR-18A stack decouplers are $400 each, which I could spend on another RT-10 instead = more dV/$. Does everybody do integrated upper stages and I'm just l
  23. Basically I keep each stage of my rockets as separate vessels so that I can use switch and swap them around, and they tend to be pretty complex. So I have a rocket to get into orbit and a payload each with their own staging, all set up. Merge the rocket onto the payload and BAM. Not only are the rockets stages messed up, but it's changed all the stages for my payload too (usually into one giant jumbled mess with no rhyme or reason at all). if you can't figure out the stages, don't mess with them lol EDIT: The best solution? EDIT2: (why does tab submit on this fo
  24. Hello all, Could someone please advise me or point me to a post / document where I might learn when to fire the main engine? Presently I use boosters first then fire the main and I am undecided if this is best practice. Kind regards, Kerbal007
  25. Building an Eve landed I have come across two minor changes that I feel would be helpful to many. 1: Make stages collapsible, similar to sets of decouples and engines, but add it to the entire stage. I have lots of parachutes on two separate stages and lots of engines on other stages, construction would be much easier if I could collapse stages that I am not working on. 2: Adjust explosions to be somewhat more realistic. Empty fuel tanks should not explode when they hit the ground.
  • Create New...